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[Map] Valkyrion - Page 3

Forum Index > BW General
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Piste
Profile Blog Joined July 2006
6183 Posts
Last Edited: 2009-09-03 12:31:39
September 03 2009 12:30 GMT
#41
I think it would be better if there were more than 5 xel naga temples. Muta harras while lings killing temples may be too powerful, and if you go kill lings then mutaling will either rape your small mnm army, and if you use all mnm then lings will just fall back and mutas goes and rapes your main base scvs.

Looks like tmech is the better way on this map.

Maybe add more temples or move ramp between main and nat?

edit: It's just what came into my mind, haven't played this map yet so I dont know for sure.
and btw, looks like really cool map tho.
tobi9999
Profile Joined April 2009
United States1966 Posts
September 03 2009 12:31 GMT
#42
it looks REALLY REALLY easy to split the map
"tobi is ur iq 9999? cuz i think it might be u so smart wowowow." -Artosis
DivinO
Profile Blog Joined July 2009
United States4796 Posts
September 03 2009 12:44 GMT
#43
Sexy map, Kona.

Thanks for making.
LiquipediaBrain in my filth.
StarBrift
Profile Joined January 2008
Sweden1761 Posts
September 03 2009 13:07 GMT
#44
You shoujld consider moving mineral line a few hexes from the ridge unless you want this to be a 2hatch muta > terran map. Close ridge is fine on maps like Medusa, HBR and Outsider where you can actually get up there relatively fast with your units. As it is now you have to have half your army up there until you get mass turrets.
AlwaysGG
Profile Joined March 2009
Taiwan952 Posts
September 03 2009 13:18 GMT
#45
kind of like medusa 2player version might be p> T due to cannot hard push
Trust 神教教主 FlaSh | Believe 火心 EffOrt
konadora *
Profile Blog Joined February 2009
Singapore66359 Posts
September 03 2009 13:26 GMT
#46
On September 03 2009 22:07 StarBrift wrote:
You shoujld consider moving mineral line a few hexes from the ridge unless you want this to be a 2hatch muta > terran map. Close ridge is fine on maps like Medusa, HBR and Outsider where you can actually get up there relatively fast with your units. As it is now you have to have half your army up there until you get mass turrets.

okay
POGGERS
win8282
Profile Blog Joined May 2009
Korea (South)454 Posts
September 03 2009 13:54 GMT
#47
muta harass would be so sick in this map...not to mention mass tank turtling since terran could get 3 gas 4 base by just defending one wee choke
snorlax
Profile Blog Joined December 2008
United States755 Posts
September 03 2009 14:03 GMT
#48
seems really easy to take half the map, and then just play defensive
Nikon
Profile Blog Joined May 2009
Bulgaria5710 Posts
September 03 2009 14:22 GMT
#49
Is it just me or is there just one starting location on the 2.0 version?
konadora *
Profile Blog Joined February 2009
Singapore66359 Posts
September 03 2009 14:27 GMT
#50
no there's 2

but looks like i didn't remove the neutral's starting position (not that it matters anyway lol)

I'll fix the image :p
POGGERS
Nikon
Profile Blog Joined May 2009
Bulgaria5710 Posts
September 03 2009 14:34 GMT
#51
Then the download must be corrupted because I don't get a second slot when I want to start a game on the map -.-;;
konadora *
Profile Blog Joined February 2009
Singapore66359 Posts
Last Edited: 2009-09-03 14:40:13
September 03 2009 14:36 GMT
#52
On September 03 2009 23:34 Nikoner wrote:
Then the download must be corrupted because I don't get a second slot when I want to start a game on the map -.-;;

ok fixed lol

get 2.1
POGGERS
3clipse
Profile Blog Joined September 2008
Canada2555 Posts
Last Edited: 2009-09-03 18:26:50
September 03 2009 18:21 GMT
#53
Nice work! It's really starting to look more balanced. Still a very linear middle, but I suppose it can't be helped with this type of map. Looks like drop/air harass will play a major role.

Edit 1: After some thinking, I have two points:

Is that main big enough? Sometimes main size can be deceptive, but I hate playing on maps where my main feels cluttered.

I would consider closing up the main choke a bit more. Could be quite a liability for T.

Edit 2: Eh, scratch that second point, it should be fine if it's easily wallable.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 03 2009 18:35 GMT
#54
.... No freakin way Protoss will be able to beat Terran camping in the middle. Concept won't work. Scratch map, make a new one.
Chill
Profile Blog Joined January 2005
Calgary25998 Posts
September 03 2009 18:43 GMT
#55
On September 04 2009 03:35 neobowman wrote:
.... No freakin way Protoss will be able to beat Terran camping in the middle. Concept won't work. Scratch map, make a new one.

I like your optimism, LOL.
Moderator
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 03 2009 18:50 GMT
#56
On September 04 2009 03:43 Chill wrote:
Show nested quote +
On September 04 2009 03:35 neobowman wrote:
.... No freakin way Protoss will be able to beat Terran camping in the middle. Concept won't work. Scratch map, make a new one.

I like your optimism, LOL.

Well, you can't make a map good only with execution if the concept doesn't work at all. Might as well start a new map altogether than wasting time trying to balance a concept that doesn't make work.
Chill
Profile Blog Joined January 2005
Calgary25998 Posts
September 03 2009 18:52 GMT
#57
On September 04 2009 03:50 neobowman wrote:
Show nested quote +
On September 04 2009 03:43 Chill wrote:
On September 04 2009 03:35 neobowman wrote:
.... No freakin way Protoss will be able to beat Terran camping in the middle. Concept won't work. Scratch map, make a new one.

I like your optimism, LOL.

Well, you can't make a map good only with execution if the concept doesn't work at all. Might as well start a new map altogether than wasting time trying to balance a concept that doesn't make work.

To contrast this, I actually think the map looks rather balanced and the center is open and dynamic enough that camping there won't work. The center is wide enough that Protoss can break through one side and move around the center. Blue Storm is relatively balanced and the center favours defense much more than this map. Further, Arbiters look to be extremely powerful on this map.

Great map in my opinion.
Moderator
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
Last Edited: 2009-09-03 19:31:19
September 03 2009 19:27 GMT
#58
On September 04 2009 03:52 Chill wrote:
Show nested quote +
On September 04 2009 03:50 neobowman wrote:
On September 04 2009 03:43 Chill wrote:
On September 04 2009 03:35 neobowman wrote:
.... No freakin way Protoss will be able to beat Terran camping in the middle. Concept won't work. Scratch map, make a new one.

I like your optimism, LOL.

Well, you can't make a map good only with execution if the concept doesn't work at all. Might as well start a new map altogether than wasting time trying to balance a concept that doesn't make work.

To contrast this, I actually think the map looks rather balanced and the center is open and dynamic enough that camping there won't work. The center is wide enough that Protoss can break through one side and move around the center. Blue Storm is relatively balanced and the center favours defense much more than this map. Further, Arbiters look to be extremely powerful on this map.

Great map in my opinion.


On the contrary, the centre is tight. Using scmdraft to compare, Blue storm's centre is around 19 pylons wide. This centre is 9 pylons wide, the choke is about as tight as Destination's 3rd expo's choke (the third expo clockwise to the main) Taking half of the map then turreting and mining up will make arbiters less useful really.

Edit: I do praise Kona though for making the terrain show where to put buildings.
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
September 03 2009 19:32 GMT
#59
konadora i can't wait till iccup takes one of your maps to use for the iccup pack
Hwaseung Oz fan for life. Swing out, always swing out.
Boundz(DarKo)
Profile Joined March 2009
5311 Posts
September 03 2009 20:07 GMT
#60
Lurker contain = ZvP
Mutalisk Harrass = ZvT
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